Issues with scaling down Acklays

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LRKfm946
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Issues with scaling down Acklays

Post by LRKfm946 »

I'm trying to scale down the acklays to 1/4 size.
I've added these lines to the odf:

Code: Select all

SkeletonName            = "acklay"
SkeletonRootScale = "0.25"
SkeletonLowRes		= "acklaylz"
SkeletonRootScaleLowRes = "0.25"
CollisionRootScale = "0.25"
I made msh.options with -scale 0.25 for all of the acklay's mshs, and I scaled down the animations.

The acklay itself looks fine now, but the size of its collision geometry hasn't changed, and the model appears to float above the ground ingame. It only drops down to the height it should be at when it gets killed and plays the death animation. Also the walk animation appears sped up a lot.
Is there any way I can fix these things outside of XSI?

Also, is there a way to take out the roll/crouch animations or disable them? (since they're all screwy for acklays)
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Re: Issues with scaling down Acklays

Post by Marth8880 »

Hmm. How did you go about scaling the animations? Did you use the scale parameter in the set's munge.bat file?
LRKfm946
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Re: Issues with scaling down Acklays

Post by LRKfm946 »

Marth8880 wrote:How did you go about scaling the animations? Did you use the scale parameter in the set's munge.bat file?

Yes:

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@call ..\munge_animation.bat "/keepframe0 /scale 0.25 /dest geo_walk_acklay.zaf" Sides\GEO
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AceMastermind
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Re: Issues with scaling down Acklays

Post by AceMastermind »

LRKfm946 wrote:... the model appears to float above the ground ingame. It only drops down to the height it should be at when it gets killed and plays the death animation.
viewtopic.php?p=209978#p209978
LRKfm946 wrote:is there a way to take out the roll/crouch animations or disable them? (since they're all screwy for acklays)
viewtopic.php?p=115893#p115893

Have a look at the Acklay in the Infantry conversion pack assets.
LRKfm946
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Re: Issues with scaling down Acklays

Post by LRKfm946 »

AceMastermind wrote:
LRKfm946 wrote:... the model appears to float above the ground ingame. It only drops down to the height it should be at when it gets killed and plays the death animation.
viewtopic.php?p=209978#p209978
Didn't work. Before, the animation of the legs was all floaty. When I changed the skeleton/collision root scale back to 1, the acklay's height went UP, not down, but the points on the ends of the legs were stationary as if grounded, so it sooort of fixed part of it.

AceMastermind wrote:
LRKfm946 wrote:is there a way to take out the roll/crouch animations or disable them? (since they're all screwy for acklays)
viewtopic.php?p=115893#p115893.
Crouch is now disabled, I guess there isn't a way to disable roll?
Last edited by LRKfm946 on Sat Apr 26, 2014 2:27 pm, edited 1 time in total.
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Re: Issues with scaling down Acklays

Post by Bob »

LRKfm946 wrote:
AceMastermind wrote:
LRKfm946 wrote:is there a way to take out the roll/crouch animations or disable them? (since they're all screwy for acklays)
viewtopic.php?p=115893#p115893.
Crouch is now disabled, I guess there isn't a way to disable roll?
Use

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EnergyBar               = 0.0 
, disables rolls and sprints at once.
Setting the ControlSpeeds to 0 may also work, incase you need stamina for custom melees or stuff.
LRKfm946
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Re: Issues with scaling down Acklays

Post by LRKfm946 »

Setting energy bar to 0 didnt work, but I tried setting it to 1, energy restore to a negative number, and energy cost super high for everything, and now you can roll once and that's it.

Now I just need to fix the floating issue.
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